03-12-2016, 09:32 PM | #101 | |
Join Date: Sep 2004
Location: Oldenburg, Germany
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Re: Revising GURPS Magic
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- It's less useful as part of a "get rich quick" scheme because it takes months to play out. - I don't have a problem with farmers in medievalesque fantasy worlds supporting a somewhat higher urban population than in our European Middle Ages, since that is what frequently happens in fantasy worlds. However, farming villages in such worlds have a host of problems that farming villages in medieval worlds did not have, such as raids by orcs and goblins or other wandering monsters, supernatural plagues, or cultists of evil deities creating blights and bad weather. When the situation is good, harvests are excellent. But a much higher portion of the village resources and time is spent on defense, so the math is not identical.
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
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03-12-2016, 10:55 PM | #102 | |
Join Date: Mar 2013
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Re: Revising GURPS Magic
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03-12-2016, 11:17 PM | #103 | |
Join Date: Sep 2004
Location: Oldenburg, Germany
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Re: Revising GURPS Magic
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In my last GURPS-based fantasy campaign I assumed that yes, magic-based agriculture had a major effect on society - not to mention what magic can do for other parts of the economy. And consequently, I used this to justify a TL3+2 setting. But if you want to stick to TL3 or TL4, then many things can be justified with fiddling around with the other setting assumptions that have nothing to do with the GURPS Magic spell list. Thus, it's probably best to focus on spells that allow for player character "get rich quick" schemes, since these are the most likely to represent an actual problem in ongoing play.
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
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03-13-2016, 04:03 AM | #104 | |
Join Date: Jan 2006
Location: Central Europe
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Re: Revising GURPS Magic
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There are some pre-20th-century societies where around half the population lived in cities, although many of them worked on the land and lived in the city.
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"It is easier to banish a habit of thought than a piece of knowledge." H. Beam Piper This forum got less aggravating when I started using the ignore feature Last edited by Polydamas; 03-13-2016 at 04:13 AM. |
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03-13-2016, 02:31 PM | #105 | |
Join Date: Oct 2015
Location: Cincinnati, OH, USA
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Re: Revising GURPS Magic
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Even if making anachronistic metals were possible that doesn't have to change the setting. Several metals were largely unknown at low TL because they rarely exist in their pure metallic form in nature. As such, mages would have no motivation to make metals like Al or Ti because there is little market for them. |
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03-13-2016, 02:46 PM | #106 | |
Join Date: Aug 2007
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Re: Revising GURPS Magic
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I am quite certain in my own mind that you can't make gold or silver with Earth to stone. "Such as iron or bronze" means iron, bronze and anything less valuable than bronze so even pure tin would be excluded.
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Fred Brackin |
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03-13-2016, 03:28 PM | #107 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Revising GURPS Magic
I think the Spartans used iron coins. Owning precious metals was banned by the state.
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
03-13-2016, 05:05 PM | #108 | |
Join Date: Jan 2006
Location: Central Europe
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Re: Revising GURPS Magic
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I don't ask that my fantasy settings be rational, but I ask that they resist players being players. Although some people very firmly disagree/interpret the short spell descriptions in a way that neutralizes them, most GMs think that allowing beginning mages to permanently create large amounts of metal in a vaguely low-tech setting is a bad idea.
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"It is easier to banish a habit of thought than a piece of knowledge." H. Beam Piper This forum got less aggravating when I started using the ignore feature |
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03-13-2016, 10:36 PM | #109 | |
Join Date: Oct 2015
Location: Cincinnati, OH, USA
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Re: Revising GURPS Magic
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The silver lining is that your reply raised some good points. Earth to Stone (Metal) can wreck your setting for the reasons you outlined. I hadn't thought about how Earth to Stone (Metal) would virtually eliminate the mining industry. Generally speaking, creation spells would dismantle entire industries unless they have severe limitations. And they don't in GURPS: Magic. Refining spells are a much less disruptive alternative. For example, try replacing Create Water with a Condense Water spell. This explains how deserts can remain arid for thousands of years despite the presence of mages. Getting rid of creation spells also helps justify the fact that the world hasn't collapsed into a black hole. |
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03-13-2016, 10:45 PM | #110 |
Join Date: Dec 2007
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Re: Revising GURPS Magic
Those kind of statements seem to require both universal mage training and absolutely no qualms whatsoever about the prospect of summoning demons with industrial magic.
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